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Search & Rezurrect: add ally down and ally revived messages
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@ -168,6 +168,12 @@ LANG_ENGLISH "Enemy Down! [&&1 Remaining]"
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REFERENCE ZOMBIE_ZGRIEF_PLAYER_REVIVED
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LANG_ENGLISH "Enemy Revived! [&&1 Remaining]"
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REFERENCE ZOMBIE_ZGRIEF_ALLY_BLED_OUT
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LANG_ENGLISH "Ally Down! [&&1 Remaining]"
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REFERENCE ZOMBIE_ZGRIEF_ALLY_REVIVED
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LANG_ENGLISH "Ally Revived! [&&1 Remaining]"
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REFERENCE ZOMBIE_ZGRIEF_PLAYER_DEAD
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LANG_ENGLISH "Enemy Bled Out! [&&1 Remaining]"
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@ -1258,6 +1258,14 @@ update_players_on_downed(excluded_player)
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}
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}
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if (other_players_remaining > 0)
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{
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foreach (player in players)
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{
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player thread show_grief_hud_msg(&"ZOMBIE_ZGRIEF_ALLY_BLED_OUT", players_remaining, 30);
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}
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}
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if (players_remaining == 1)
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{
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foreach (player in players)
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@ -1299,8 +1307,10 @@ update_players_on_revived(revived_player, reviver)
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{
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team = revived_player.team;
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other_team = getOtherTeam(team);
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players = get_players(team);
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other_players = get_players(other_team);
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players_remaining = get_number_of_valid_players_team(team);
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other_players_remaining = get_number_of_valid_players_team(other_team);
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grief_score_hud_set_player_count(team, players_remaining);
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@ -1308,6 +1318,14 @@ update_players_on_revived(revived_player, reviver)
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{
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player thread show_grief_hud_msg(&"ZOMBIE_ZGRIEF_PLAYER_REVIVED", players_remaining);
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}
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if (other_players_remaining > 0)
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{
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foreach (player in players)
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{
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player thread show_grief_hud_msg(&"ZOMBIE_ZGRIEF_ALLY_REVIVED", players_remaining, 30);
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}
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}
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}
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update_players_on_disconnect(excluded_player)
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@ -2284,53 +2302,6 @@ grief_laststand_weapons_return()
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return 1;
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}
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sudden_death()
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{
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level endon("end_game");
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if (level.scr_zm_ui_gametype_obj != "zsnr")
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{
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return;
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}
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level.sudden_death = 0;
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while (1)
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{
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level waittill("restart_round_start");
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level.sudden_death = 0;
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time = level waittill_notify_or_timeout("restart_round", 300);
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if (!isDefined(time))
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{
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continue;
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}
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level.sudden_death = 1;
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players = get_players();
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foreach (player in players)
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{
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player thread show_grief_hud_msg("Sudden Death!");
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player thread show_grief_hud_msg("Lose 100 Health!", undefined, 30, 1);
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player thread red_flashing_overlay_loop();
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health = player.health;
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player setMaxHealth(player.maxhealth - 100);
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if (player.health > health)
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{
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player.health = health;
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}
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player.premaxhealth -= 100;
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}
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}
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}
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red_flashing_overlay_loop()
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{
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level endon("restart_round");
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